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***New MAP!!! "High and Low"***

Posted: 19 May 2006, 03:34
by Quanto042
Presenting to the mapping community, my latest work...
High and Low

Screenshots:

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And the minimap...
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The map is uploaded to FU, so i'll just link it to you all...
High and Low Version 1.0

Posted: 19 May 2006, 05:30
by LordMatt
The map looks beautiful, however there were several annoying things:
1) Most of the beaches are not passable to hovercraft
2) The commander cannot reach the tops of many of the hills
3) Much of the map is not passable to vehicles because of the trees or because the ramps are too steep.
4) A few Geos didn't work.

Fixing these things would improve the gameplay, IMO.

LordMatt.

Posted: 19 May 2006, 06:57
by Neddie
I echo LordMatt.

Posted: 19 May 2006, 10:12
by NOiZE
The minimap looks so good, but then you get ingame and you see that the texture is blurred a lot it really disappoints..

Also a lot of trees are sometimes squesed in one area which looks bad

and the wind too high, 1-25 would still be too high...

And it should be left vs right


i hope you can work on those things, esspecially the texture which is just bad right now.

Posted: 19 May 2006, 19:02
by Quanto042
Hehheh, about the texture :oops:

My computer doesn't have enough ram for L3DT to work with, so I rendered the texture at a lower resolution and resized it to fit a 24x24 map.

Posted: 19 May 2006, 19:25
by Erom
Spawn more overlords.

I kid, I kid.

Hmm.

Posted: 19 May 2006, 20:18
by Pxtl
I don't like the mountains. They all go up to the exact same height - it looks artificial. You can see that the map has two heights and that every point on the map is either height X or height Y, or hill connecting them. Even the little useless mountains look that way. Add a little rolling hillage to the landscape., a few mesas of different heights. It just looks so unnatural like this.

Posted: 20 May 2006, 02:01
by Dr.InfernO
It's one of the best maps I played.

Posted: 20 May 2006, 03:50
by mongus
TA (cc?) remake? really recallsme one.

It had bad shores to hovers if its that one.


ugh.. this is 24x24? .. how about 14x14? :/


You can chop the map in quarters than render, and join the parts back.

Green Islands was made like that.

Posted: 20 May 2006, 04:31
by Quanto042
mongus wrote: ...You can chop the map in quarters than render, and join the parts back.

Green Islands was made like that.
Thats a great idea, i'll do that with the remake... Unfortunately my Liscense for L3DT expired today of all days, so i'm working on trying to get it renewed. But that is an excellent idea, I'll definately be doing it as soon as i get a new liscense.

Posted: 20 May 2006, 07:12
by wizard8873
mongus wrote: ugh.. this is 24x24? .. how about 14x14? :/
play it and you'll actually enjoy the size of it. i know its big and all of us were surprised but it plays great. its one of the few maps that actually almost require you to you all types of units instead of just focusing on one. bringing it down to 14x14 would ruin the experienve imo.

Posted: 20 May 2006, 07:44
by Forboding Angel
Quanto042 wrote:
mongus wrote: ...You can chop the map in quarters than render, and join the parts back.

Green Islands was made like that.
Thats a great idea, i'll do that with the remake... Unfortunately my Liscense for L3DT expired today of all days, so i'm working on trying to get it renewed. But that is an excellent idea, I'll definately be doing it as soon as i get a new liscense.
you don't need a new license... just enter the old one. It's a bug.

Posted: 20 May 2006, 10:18
by Forboding Angel
oh an btw quanto, use mosaic tile mapping and no matter how shitty the computer, you can render any size map. Use weavers program Grout, to stitch the tiles back together.

Grout does not load the image into memory, so it won't cripple your comp when it stitches them together.

Posted: 20 May 2006, 11:12
by Rayden
visible metal spots (without metal view) under water would be great too.

Posted: 20 May 2006, 15:17
by Cheesecan
Forboding Angel wrote:oh an btw quanto, use mosaic tile mapping and no matter how shitty the computer, you can render any size map. Use weavers program Grout, to stitch the tiles back together.

Grout does not load the image into memory, so it won't cripple your comp when it stitches them together.
Tiles can be combined inside L3DT too.

Posted: 20 May 2006, 16:41
by Forboding Angel
Cheesecan wrote:
Forboding Angel wrote:oh an btw quanto, use mosaic tile mapping and no matter how shitty the computer, you can render any size map. Use weavers program Grout, to stitch the tiles back together.

Grout does not load the image into memory, so it won't cripple your comp when it stitches them together.
Tiles can be combined inside L3DT too.
True, but l3dt load the entire image into memory I think, so if he has only 512 memory it might crash. I dunno tho. Maybe l3dt doesn't load it all into memory and only shows a rough jpeg.

Quanto, combine it inl3dt (after sacving of course) and see if you can export it with no trouble.

Posted: 23 May 2006, 01:45
by mufdvr222
Grout won`t work with very large maps, which sort of defeats the purpose.

Posted: 23 May 2006, 01:53
by Forboding Angel
mufdvr222 wrote:Grout won`t work with very large maps, which sort of defeats the purpose.

ya it does... just set the tile sizes at 1024x1024

for that matter you could do 2048x2048 if oyu wanted to.

Posted: 27 May 2006, 17:44
by IceXuick
if you have time enough you can always make the mosaics 1024x1024, and stich them together yourself in photoshop. If you have a map of 24x24 scale, you can be working on that a weekend :P

Just try the largest possible setting. I used 4096x4096 on SailAway, that is a 20x10 map, and only took me 6 stiches.

BTW, i PM-ed you about the texture. I did some concept renderings that also could be merged with your original L3dT texture, like i did with sailaway (beaches and water look great with l3dT)

here are some close-ups.

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Image

Posted: 27 May 2006, 18:54
by Cheesecan
Heh it's covered in contour lines. :roll: